So, I finally revamped the Skills page after being a big stub for years after U100. In the process of revamping it, I had two realizations:
- What I was trying to do looked really bad.
- There was probably a much easier way to do it.
So, starting with the current Skills page, I based it on Hassat's unfinished design he had on the page: Transcluding the skill pages into tabs on the Skills article. I modified it a little so that instead of having five sections for the skill trees, they were all neatly put into a single section with a mega-tabber. I accomplished this by making a dozen small pages to nest tabbers 3 times. I also had to edit each and every skill page so that the transcluded pages didn't show the skills navbox.
Duck And Cover
|Ghost: Artful Dodger||Tier 1|
|Basic (1 pt): Your stamina starts regenerating 25% earlier and 25% faster. You also sprint 25% faster.|
|Ace (3 pt): You have a 10% increased chance to dodge while sprinting. You gain 15% chance to dodge while ziplining.|
The Basic flavor of Duck and Cover increases the player's sprinting speed by a fixed value of 0.25 on top of their armor's current speed modifier (if any). This stacks with the effects of Parkour Basic, granting the player even more agility. It also causes the player to regenerate stamina 0.1 seconds (out of 0.4) earlier than usual and regain up to 3.75 points of it per second as opposed to the standard 3.
The benefits of Duck and Cover Ace is quite self-explanatory.
Players investing in this skill for a dodge build will likely wish to pursue the Rogue or Crook perk decks. Without either deck, the skill will have no effect whatsoever aside from the suit. The skill has the greatest effect on light armors and the suit - higher-level armors have a much greater dodge reduction, which can almost or completely negate the bonus. Duck and Cover is highly effective in large, open heists such as the Transport: Crossroads, Hoxton Breakout and Hotline Miami.
- The ziplining part doesn't actually work.
- The name of the skill is a reference to the early Cold War-era strategy of surviving nuclear bombs, which consisted of "ducking" beneath or beside solid structures and "covering" exposed areas of their body. A demonstrative PSA can be viewed here.
- The skill's post-Update #100 boosts to sprinting ability came from the Sprinter skill, while the aced version's effect of increased dodge while ziplining came from Daredevil Aced.
|Ghost: Artful Dodger||Tier 2|
|Basic (2 pt): You gain 10% additional movement speed and 20% increased speed while climbing ladders.|
| Ace (4 pt): You gain the ability to sprint in any direction.|
Run and reload - you can reload your weapons while sprinting.
The basic version of this skill is pretty simple: You can run 10% faster and climb ladders 20% faster than a default player. The aced version allows the player to sprint in any direction: Forwards, backwards, to the sides, they can run any way you want. Additionally the aced version of this skill allows a player to reload any time they are running without having to stop and slow down to a walk.
If a person owns this skill, especially the aced version, they should be moving a lot. After obtaining the basic version of Duck and Cover a player will be at least 35% faster than a normal. Obtaining the aced version allows players to use that increased speed in any direction and reload on the go, perfect for any player who likes to always be on the move and for reloading weapons with notoriously slow reload speeds like Light Machine Guns and the Flamethrower.
On the counterside, it's no longer possible to immediately cancel a reload by sprinting, which can be useful for faster reload weapons and users reloading at any possible opportunity.
- The skill's effects only detail the most basic aspect of real-life Parkour: faster movement and navigation of one's surroundings, without letting them perform any of the actual maneuvers (swinging, rolling, vaulting, etc...) taught as part of and are usually associated with the real discipline. In that sense a more appropriate name for this skill would be something along the lines of Marathon or Sprinter.
- With the aced version, jumping while reloading during sprinting will glitch the reload animation.
|Ghost: Artful Dodger||Tier 2|
|Basic (2 pt): Increases the concealment of melee weapons by 2.|
|Ace (4 pt): Increases the concealment of all ballistic vests by 4.|
Inner Pockets basic inherits its effects from the old Fugitive skill Hidden Blade, and thus increases the concealment stat of melee weapons, as well as ballistic vests when Aced.
The Aced version negates the Lightweight Ballistic Vest's concealment penalty, allowing the player to have some armor without sacrificing concealment.
The basic version of this skill is highly recommended for any stealth build, as it basically gives +2 concealment for "free". For loud; basic skill is only recommended for dodge builds, pairing well with skills such as Sneaky Bastard and Low Blow.
The Aced version works well with builds that use Perk Decks that rely on lighter armor such as Crook and Grinder. Remember though that concealment is not the same as dodge, so having this skill aced ONLY affect the chances of dodging gunfire if combined with Sneaky Bastard.
- While the name of the skill would suggest the addition of extra pockets inside the player character's suit linings, it does not confer any boost to the amount of ammo or items carried.
- The extra Concealment applied to melee weapons would suggest the use of such pockets, however, as they could be stored less conspicuously on the heisters' persons.
|Ghost: Artful Dodger||Tier 3|
|Basic (3 pt): When your armor breaks, the first shot on every enemy will cause that enemy to stagger. This effect ends when your armor recovers.|
|Ace (6 pt): The effect persists for 6 seconds after your armor has recovered.|
Any bullet that hits an enemy will trigger this effect; this does not include throwable weapons. Certain enemies, like Captain Winters, Bulldozers, and the Biker Boss, are immune to being staggered, and this skill will have no effect on them. 
While staggering enemies is potentially useful since they cannot shoot you and deplete your now exposed health bar while in this state, it may present itself as a double-edged sword as they may stumble in a way that makes it difficult to lead your shots and end up wasting ammo missing them while other enemies continue to shoot at you.
|Ghost: Artful Dodger||Tier 3|
|Basic (3 pt): When tased, the shock effect has a 30% chance to backfire on the Taser, knocking them back.|
|Ace (6 pt): When tased, you are able to free yourself from the taser interacting with it within 2 seconds of getting tased.|
As noted, the basic Shockproof skill causes the Taser's special attack to backfire, removing the need to injure or kill the Taser to escape electrocution; however, players will not become immune to shock attacks, as the backfire isn't immediate.
When aced, players suffering electrocution can use the interact key to reflect the attack back, dealing 50% damage. Doing so makes the player remove the taser darts and connect them, sending the charge back to the Taser and causing him to spasm and collapse briefly.
As the skill only provides protection against a single special attack, use is highly situational. The core version provides no guaranteed protection, as players will still be shocked for a period of time, and will still fire uncontrollably and be vulnerable to damage. Further, the aced skill requires players to counter-attack manually, again requiring users to suffer the effects of electrocution.
As Tasers can easily be countered by sticking with competent allies, or by using your involuntary gunfire against them, the high cost makes it a very questionable purchase. Even if aced, the perk provides no immunity to the attack, only works on a single special enemy, and only halves the assailant's health; as such, players should strongly consider their options before purchasing.
This skill is somewhat more useful if you are planning to use certain ammo 'eccentric' weapons. Examples include: The Flamethrower (with its limited range), HRL-7, any of the grenade launchers, any of the bows or any of the weapons that have an extremely small clip-size/fire-rate ratio. As being caught off-guard by a taser when you are carrying one of these weapons can often result in an almost-guaranteed knockdown without some kind of outside intervention, this skill can often save a lot unneccessary knockdowns (especially if you're playing solo).
As being tasered immediately reloads the ammo in your current magazine a somewhat useful tactic with the weapons that have a high-magazine capacity but also carries a lengthy reload time (the best examples being the Flamethrower, the Vulcan Minigun or any of the light machine guns) is to take this skill and simply let yourself be tasered. After a couple of seconds if you can't kill the taser then the effect will just wear off and you will have the majority of your freshly-reloaded magazine left to shoot, at the cost of a few wasted rounds. Of course you will still be vulnerable to enemy fire while you're being tasered so it isn't without its dangers.
- The Taser's stun darts technically still creates a closed circuit when "reflected" back by the victim, thus realistically wouldn't cause a backfiring shock.
- Modern-day taser devices often have a hard plastic shell to insulate their wielders from any accidental shocks, which makes the effects of this skill highly implausible.
- Tasers are designed to confuse the body's nervous and muscle systems, thus causing violent and uncontrollable bursts of spasm to incapacitate a target quickly. As the jolt is an instant effect, it would be unrealistic for someone to even stand, much less voluntarily disconnecting the (un-insulated) darts from their body and send the shock back to the unit.
|Ghost: Artful Dodger||Tier 4|
|Basic (4 pt): You gain a 1% dodge chance for every 3 points of detection risk under 35 up to 10%.|
|Ace (8 pt): You gain a 1% dodge chance for every 1 point of detection risk under 35 up to 10%.|
Contrary to the official description, which states that the increased dodge chance is directly proportional to concealment under 35, it is actually proportional to detection risk under 35.
To maximize the dodge chance from this skill, the basic version requires the player achieve a maximum detection risk of 5, while the aced version only requires a maximum of 25.
While this skill provides additional Dodge Chance, it severely limits the customization available to a player's weapon selection, much like Low Blow. Players choosing this skill will need to modify their weapons to be heavily concealed while also being effective in terms of damage, accuracy, and stability.
If the player intends to use the Basic version only, they will need to stay at 3 or 4 Detection (118 total concealment) to achieve the maximum effects, as it is not possible to attain a Detection of exactly 5. Very few weapons outside of Akimbo Weapons and Pistols can accomplish this. Since a Detection Risk of 25 is not possible, the Aced version increases the maximum to 23 (105 total concealment), allowing for more flexibility with weapon and modification choices if desired.
Like Low Blow, the choice to ace this skill is based on the weapons and build the player intends to use. However, the Dodge Chance increases provided by the Rogue and Crook Decks are often sufficient by themselves at lower difficulty. As such, players should try to maximize the usage of just the Basic version, as four points is a much easier price to pay than twelve.
When going for the Basic version, it would be a good idea to invest on the Akimbo skill if one is also running a Mastermind build and have unlocked some of the pistol skills in that tree. Akimbos have almost top concealment without mods, and combining the effects with Low Blow, they can take the place of an assault rifle in the primary slot.
Inner Pockets and Optical Illusions can be taken to get additional concealment to work with without limiting weaponry. Anyone with a sufficiently leveled Perk Deck will also be given an additional point of concealment to use.
Overall, the skill is not recommended for general-purpose builds, considering the limitations imposed on the player, the high skill point requirement needed to reach it, and the benefit gained for the points invested into the skill itself. However, for a dedicated dodge build, basic is a minimum to ensure the highest chance to dodge, and dodgers that use the Crook deck must ace the skill in order to be able to wear their choice of armor while maintaining high dodge chance.
- Easy to edit in the event of changes to skills, since only 1 page has to be updated rather than 2 pages per skill change
- Viewers can see all there is to know about a skill without clicking through to another page
- Encourages page completeness and cleanness
- Relatively compact
- The upside of being able to swap out skills easily in the tabber-nesting pages would only really be an upside if skills being replaced was an even slightly common occurrence
- Vestigiated the code in the SkillsPC template that let us be lazy
- It looks fucking ugly
- It transcludes 15 pages which in turn transclude 6 pages each; What do you think that's going to do to someone trying to load the Skills page with a poor computer/internet connection/both, or someone trying to load it from a phone?
- The prettiness of it is reliant on two tags on every skills page that can be removed at any time by a random contributor that doesn't understand what purpose the tags serve, or, alternatively, by a vandal (said issues also apply to the tabber-nester pages)
- Showing the exact same content on two articles is somewhat questionable
- Irrelevant now but DAMN that was a lot of work
The concept I had while taking a break from typing in the middle of the night looked somewhat similar to this (let's assume that a nested tabber is being used here because #tag:tabber doesn't like vertical bars):
|Tier 4||Sneaky Bastard|
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|Tier 3||Dire Need||Shockproof|
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|Tier 2||Parkour||Inner Pockets|
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Run and reload - you can reload your weapons while sprinting.
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|Tier 1||Duck And Cover|
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- Doesn't have cons of the current format
- Looks nicer and cleaner
- Emulates both the in-game skills menu and the pre-U100 skills article
- You don't have to click up to 3 times to find the skill you want
- Doesn't seem like it can be translated into something easy to edit (but since we already have one template that cannot be accessed and edited easily unless you know exactly what you're looking for or are the designer of the template, why not make another one)
- Have to click through links for more information on the skills again
I want some opinions on both the current format and this new one before I take any further actions, in fact the only reason I didn't ask anyone before doing that first revamp was because what I was doing was basically already there but unfinished.